Fix missing texture flush for draw then DMA copy sequence without render target change (#5933)
* Unbind render targets before DMA copy * Move DirtyAction to TextureGroupHandle * Fix lost copy dependency bug * XML doc
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5 changed files with 102 additions and 61 deletions
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@ -152,6 +152,32 @@ namespace Ryujinx.Graphics.Gpu.Image
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// Linear textures are presumed to be used for readback initially.
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_flushBalance = FlushBalanceThreshold + FlushBalanceIncrement;
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}
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foreach (RegionHandle handle in handles)
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{
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handle.RegisterDirtyEvent(DirtyAction);
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}
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}
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/// <summary>
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/// The action to perform when a memory tracking handle is flipped to dirty.
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/// This notifies overlapping textures that the memory needs to be synchronized.
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/// </summary>
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private void DirtyAction()
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{
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// Notify all textures that belong to this handle.
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_group.Storage.SignalGroupDirty();
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lock (Overlaps)
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{
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foreach (Texture overlap in Overlaps)
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{
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overlap.SignalGroupDirty();
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}
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}
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DeferredCopy = null;
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}
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/// <summary>
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@ -304,17 +330,9 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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/// <param name="bound">True if this handle is being bound, false if unbound</param>
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/// <param name="context">The GPU context to register a sync action on</param>
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/// <param name="setModified">Indicates if the modified flag should be set</param>
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public void SignalModifying(bool bound, GpuContext context, bool setModified)
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public void SignalModifying(bool bound, GpuContext context)
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{
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if (setModified)
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{
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SignalModified(context);
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}
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else
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{
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RegisterSync(context);
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}
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SignalModified(context);
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if (!bound && _syncActionRegistered && NextSyncCopies())
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{
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@ -457,7 +475,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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public void DeferCopy(TextureGroupHandle copyFrom)
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{
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Modified = false;
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DeferredCopy = copyFrom;
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_group.Storage.SignalGroupDirty();
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@ -514,7 +531,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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existing.Other.Handle.CreateCopyDependency(this);
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if (copyToOther)
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if (copyToOther && Modified)
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{
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existing.Other.Handle.DeferCopy(this);
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}
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@ -558,10 +575,10 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (fromHandle != null)
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{
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// Only copy if the copy texture is still modified.
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// It will be set as unmodified if new data is written from CPU, as the data previously in the texture will flush.
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// DeferredCopy will be set to null if new data is written from CPU (see the DirtyAction method).
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// It will also set as unmodified if a copy is deferred to it.
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shouldCopy = fromHandle.Modified;
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shouldCopy = true;
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if (fromHandle._bindCount == 0)
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{
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